﻿////////////////////////////////////////////////////////////////////////////////////
//  CameraFilterPack v2.0 - by VETASOFT 2015 //////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////

Shader "CameraFilterPack/Blur_GaussianBlur" {
	Properties 
	{
		_MainTex ("Base (RGB)", 2D) = "white" {}
		_TimeX ("Time", Range(0.0, 1.0)) = 1.0
		_Distortion ("_Distortion", Range(0.0, 1.0)) = 0.3
		_ScreenResolution ("_ScreenResolution", Vector) = (0.,0.,0.,0.)
	}
	SubShader 
	{
		Pass
		{
			ZTest Always
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#pragma fragmentoption ARB_precision_hint_fastest
			#pragma target 3.0
			#pragma glsl
			#include "UnityCG.cginc"
			
			
			uniform sampler2D _MainTex;
			uniform float _TimeX;
			uniform float _Distortion;
			uniform float4 _ScreenResolution;
			
		    struct appdata_t
            {
                float4 vertex   : POSITION;
                float4 color    : COLOR;
                float2 texcoord : TEXCOORD0;
            };
 
            struct v2f
            {
                  half2 texcoord  : TEXCOORD0;
                  float4 vertex   : SV_POSITION;
                  fixed4 color    : COLOR;
           };   
             
  			v2f vert(appdata_t IN)
            {
                v2f OUT;
                OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
                OUT.texcoord = IN.texcoord;
                OUT.color = IN.color;
                
                return OUT;
            }


			float4 frag (v2f i) : COLOR
			{
				
				float kernel[6];
				float3 final_colour = 0.0;
				
				kernel[0]=0;
				kernel[1]=0;
				kernel[2]=0;
				kernel[3]=0;
				kernel[4]=0;
				kernel[5]=0;
				
				float Z = 0.0;
				for (int j = 0; j <= 2; ++j)
				{
					kernel[2+j] = kernel[2-j] = 0.4;
				}

				for (int j = 0; j < 6; ++j)
				{
					Z += kernel[j];
				}

				for (int u=-2; u <= 2; ++u)
				{
					for (int j=-2; j <= 2; ++j)
					{
						float kernelmult = kernel[2+j] * kernel[2+u];
						fixed4 tex = tex2D(_MainTex, (i.texcoord.xy * _ScreenResolution.xy + float2(float(u*_Distortion),float(j*_Distortion))) / _ScreenResolution.xy);
						final_colour +=  kernelmult * (tex).rgb;
					}
				}

				return fixed4(final_colour/(Z*Z), 1.0);
	
			}
			
			ENDCG
		}
		
	}
}